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Modicus

Wizards that devote their research to the school of transmutation are often called Modicus, capable of modifying much of the world around them.
hit dice: 1d6
hit points at 1st level: 6 +Constitution Modifier
hit points at higher levels: 1d6 +Constitution Modifier
armor proficiencies: Light
weapon proficiencies: Daggers, Darts, Slings, Quarter staffs, Light Crossbow
tools: None
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Religion
starting equipment:
1. A quarterstaff or dagger
2. A Modus Stone & Components Pouch
3. A Scholars pack or Exploders pack
spellcasting:
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.   Cantrips
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.   Spellbook
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.   Preparing and Casting Spells
The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier   Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.   Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.   Learning Spells of 1st Level and Higher
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).
class features:
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.   For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.   Modicus Stone
Modicus Mages are named so due to their inherent use of a magically crafted and enchanted stone called a Modicus Stone, embedded in their flesh. At 1st level you finalise your Modicus Stone and embed it within your skin. this stone acts as both your Spellcasting Focus and Spellbook.   You may craft an additional Modicus Stone as a back up whenever you level , consuming 10gp per character level worth of metal or gems, saving the spells you know and have prepared. Should your Modicus Stone ever be lost, stolen or destroyed you may embed a back up Modicus Stone in your possession or create a new stone during a long rest, consuming 10gp worth of metal or gems per character level.   Transmuter's Mark
From 2nd level and beyond you alter your Modicus Stone with a Transmuter's Mark, devoting your research to a particular application of Transmutation.     Toughen Skin
Beginning at 6th level you may cast Bark Skin and Stone Skin once per day at will without expending components or a spell slot.   Transmutation Circle
At 10th level and onwards you learn how to apply your transmutation magic within arcane circles drawn from a specially crafted chalk. whenever you take a long rest you may make an amount of this chalk equal to your Intelligence Modifier. Each piece of chalk may be used to create a selection of effects when activated. As an action you may create one of the following circles, destroying 1 stick of chalk in the process.   Circle of Exchange. items within a 5ft radius circle are transmuted into another item or items worth the same Gp value. this feature cannot create magical items or complex machinery such as clockwork or astrolabes.   environment trap   Amplification Circle. Spending up to your Intelligence Modifier in chalk, you create a circle with a diameter equal to 5ft per stick of chalk spent. for 1 minute, or until you cast an amount of spells equal to your Intelligence Modifier, any transmutation spell you cast that targets you or an ally within the circle also effects a number of allies equal to your Intelligence Modifier.   Modify Ability. etching a circle into yourself or an ally instead of a surface, you imbue a creature with transmutational power, granting them your choice of an additional attack, doubled jump height and length, 30ft movement, a swim speed equal to their movement or the ability to breathe air and water. these changes last for an amount if minutes equal to your Intelligence Modifier or until you dismiss the spell.
subclass options:


Chimera

Essence Thief
From 2nd level and beyond you may steal physical traits of slain creatures for future use during a short rest. Creatures absorbed in this manner cannot exceed 1/4 of your Character level, rounded down. Undead, Constructs and Abberations cannot be absorbed as well as any creature that has been dead for more than 6 hrs. Creature traits that are stored in your Modicus Stone may be used as an action as long as they are a Recharge ability. you may store up to half of your Modicus level of creatures and may use the abilities they provide an amount of times equal to your proficiency modifier per day.   Abilities that impose DC saves use your spellcasting modifier for the save.   Flesh Sculptor
Starting at 6th level you deepen your connection to the Modicus Stone and the creatures it holds within, granting the ability to temporarily take on physical traits of a creature. As an action you may select one passive ability and one attack from up to two creatures you currently have stored. you gain these abilities as if they were your own for the next minute or until you cancel this ability. you may use this feature a number of times per day equal to your Intelligence Modifier.   Siphon Essence
At 14th level you learn how to take fresh essence from a living creature, storing a much more powerful creature than normal in your Modicus Stone. Making an unarmed melee attack against a creature whose CR is no higher than half of your Modicus level rounded down, you attempt to siphon essence directly into your Modicus Stone. A creature hit by this attack must succeed a Constitution Saving throw equal to your Spell Save DC or take 1d12 psychic damage for every 2 Modicus levels you have and its essence is captured within your Modicus Stone.   You may not have anymore than 1 creatures essence stored in this manner at any time.   Modical Fusing
Upon reaching 18th level you discover a way to fuse your Modicus Stone and the creature essences within to your main body, granting you permanent access to their features. during your next rest, select an attack including multi-attack, a resistance, an immunity, a recharge ability, a passive ability, a sense and a movement score from up to 3 different creatures you currently have stored. You permanently gain these features as if they were your own, growing any limbs, eyes or other attributes required for your selection. these creatures no longer count toward your maximum stored essences.  

Sculptor

Living Coat
From 2nd level and beyond you gain the ability to create a living coat from the body of a near-dead foe. As an action you may impose a Constitution Saving Throw equal to your Spell Save DC -the targets CR upon a creature within melee range that has been knocked unconscious. Creatures that fail this save transmute into a set of clothes, the design of which is dictated by you. The creature can be left trapped within this new form or be removed from it entirely but this choice must be made as you create the Living Coat. Creatures greater than half your CR in level are immune to this effect and innately magical creatures such as Fey, Demons and Dragons cannot be removed when made into a coat.   Whilst wearing the Living Coat you may use your Intelligence instead of your Dexterity when determining AC. Additionally, you gain +1 at 2nd (+1), 6th (+2), 12th (+3) and 18th (+4) level.   Offensive Growth
Starting at 6th level you begin to use either yourself or your Living Coat as a pysical weapon, transmuting it into claws, a maul or a large spear. As an action you may make a melee spell attack against a single target using one of the following profiles.
  • Claws. 5ft., range, 3 attacks and 1d6 slashing damage per attack per, 5 Modicus levels, Reaping.
  • Maul. 5ft., range, 1 attack and 4d12 Bludgeoning damage per attack, per 5 Modicus levels, Shield Breaking
  • Spear. 15ft., range, 1 attack and 2d8 Piercing damage per attack, per 5 Modicus levels, Flowing Guard
  Seal Wounds
At 12th level you learn how to apply your talents to your own wounds, as a bonus action you may spend up to half of your level in hit dice to regain 6 hit points per die spent in this manner.   Create Homunculus
At 18th level you devise a way to impart a change upon a creature that creates a Homunculus who is bound to your will and image. As an action you may touch a creature that is no large or smaller than one size category different to your own and impose a Constitution Saving Throw equal to your Spell Save DC -the targets CR. A creature that fails this Saving Throw warps into an imperfect replica of you, a Homunculus which lacks control of their facial features for up to 1 year or until you cancel this effect.
Homunculi Created in this manner are psychically bound to you and follow the rules as stated in the spell Simulacrum. Through this psychic link you know the exact location, remaining hit points and may issue orders to any Homunculus within 500ft., of you. You may only have a number of Homunculi active equal to your Intelligence Modifier and each time a Homunculus dies, is dispelled or if you end the effect, you must perform a long rest before you can create another Homunculus. Creatures transformed into Homunculi can be returned to normal only by a Restoration or Antimagic Zone Spell and return to their original form if they are revived.
You may also use this ability on your Living Coat at any point without the need for a Saving Throw. Creatures greater than half your CR in level are immune to this effect and creatures that are magically resistant gain advantage when making Saving Throws against this ability.

Impellor

  Zones of Influence
From 2nd level and beyond you begin to generate a zone of influence around you, improving the effectiveness of your Transmutation spells and abilities.
  Transmutation spells and class features that target a creature or area within your zone of influence gain a bonus to hit and DC saves they impose equal to half of your proficiency modifier. Your zone of influence has a radius equal to 15ft., +5ft for every 2 Modicus levels.
LevelProficiency BonusFeaturesCantrips KnownSpellslots per spell level
1st2nd3rd4th5th6th7th8th9th
1+2Elemental Recovery, Transmuters Mark
2+2Transmuters Mark Feature
3+2
4+2
5+3
6+3Toughen Skin, Transmuters Mark Feature
7+3
8+3
9+4
10+4Transmutation Circle
11+4
12+4
13+5
14+5Transmuters Mark Feature
15+5
16+5
17+6
18+6Transmuters Mark Feature
19+6
20+6

Created by

Torquask.

Statblock Type

Class Features

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